So, I stopped playing Guild Wars shortly after the release of "Factions"; I really enjoyed the game, but because of lack of time and other stuff going on, I decided to take a break...only to never start playing it again. Plot-wise, in "Prophecy" I finished all the desert missions, ascended and returned to the "icy" region (I played a Mesmer/Necro).

Now, ahem, I would love to start over: in a nutshell, what changes brought by Nightfall and EOTN have an impact on Prophecy, gameplay wise? None? (meaning, gameplay only changes if you play that specific campaign).

How is grouping today, especially in "Prophecy"? I mean PvE. More difficult to find groups for the beginning cooperative missions?

I never really got into PvP, just fought randomly in the arenas. But I loved the scenery and the cooperative missions.

I cannot speak to changes as the first time I played was around December.

The heroes you can get in Nightfall and Eye of the North make a big difference from playing with hirelings. Apparently I was having a fairly easy time of things where my roommate struggled in the original playthrough.

I never group, but if my party wasn't full I was always getting invites.

There always seem to be a bunch of folks willing to team up for missions, but I usually stick with my Henc/Heroes and Guildmates.

The largest change would be the heros for PvE. Their Henchmen, on steroids. You can completely customize their skills and gear and secondary classes to suit your needs AND they have individual controls. So you can tell your healing hero to stand behind everyone and STAY behind everyone instead of RUNNING DIRECTLY AHEAD INTO THE ENEMY MONSTERS AND CHAIN DIEING.

My personal favorite thing about Heros, is their skill selection taps into your total unlocked skills across the account. PvE or PvP unlocking. So you can outfit your Hero's with elite skills you normally would not have access to yet in a campaign. Makes some of those shitty missions a whole bunch easier.